When to cut and run? This is true with design. I think the new problem system I was implementing for quests has a lot to be admired, but in the end at this stage in the project I think it's too complex. Instead, I will try and migrate some of the design ideas from that, in particular separating reasoning for a quest from quest objectives, into the old quest system. Anyhow, I'm going to look at it this morning, there are aspects of it that I really like and it might be more about reorganization and simplification than anything.